[require] shader model >= 4.1 [sampler 0] filter linear linear linear address clamp clamp clamp [srv 0] size (2d, 4, 4) levels 3 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 [pixel shader todo] sampler s; Texture2D t; float4 main(float4 pos : sv_position) : sv_target { return float4(t.CalculateLevelOfDetail(s, pos.xy), t.CalculateLevelOfDetail(s, float2(0.5 * pos.x, 0.5 * pos.y)), t.CalculateLevelOfDetail(s, float2(0.25 * pos.x, 0.25 * pos.y)), floor(10.0 * t.CalculateLevelOfDetail(s, float2(0.1 * pos.x, 0.7 * pos.y)))); } [test] todo(sm<6 | glsl) draw quad probe all rgba (2.0, 1.0, 0.0, 14.0) [pixel shader todo] sampler s; Texture2D t; float4 main(float4 pos : sv_position) : sv_target { return float4(t.CalculateLevelOfDetail(s, float2(3.0 * pos.x, 5.0 * pos.y)), t.CalculateLevelOfDetail(s, float2(10.0 * pos.x, 10.0 * pos.y)), t.CalculateLevelOfDetail(s, float2(0.1 * pos.x, 0.02 * pos.y)), t.CalculateLevelOfDetail(s, float2(0.01 * pos.x, 0.01 * pos.y))); } [test] todo(sm<6 | glsl) draw quad probe all rgba (2.0, 2.0, 0.0, 0.0) [pixel shader todo] sampler s; Texture2D t; float4 main(float4 pos : sv_position) : sv_target { return float4(t.CalculateLevelOfDetailUnclamped(s, pos.xy), t.CalculateLevelOfDetailUnclamped(s, float2(0.5 * pos.x, 0.5 * pos.y)), t.CalculateLevelOfDetailUnclamped(s, float2(0.25 * pos.x, 0.25 * pos.y)), floor(10.0 * t.CalculateLevelOfDetailUnclamped(s, float2(0.1 * pos.x, 0.7 * pos.y)))); } [test] todo(sm<6 | glsl) draw quad probe all rgba (2.0, 1.0, 0.0, 14.0) [pixel shader todo] sampler s; Texture2D t; float4 main(float4 pos : sv_position) : sv_target { return float4(floor(10.0 * t.CalculateLevelOfDetailUnclamped(s, float2(3.0 * pos.x, 6.0 * pos.y))), floor(10.0 * t.CalculateLevelOfDetailUnclamped(s, float2(8.0 * pos.x, 8.0 * pos.y))), floor(10.0 * t.CalculateLevelOfDetailUnclamped(s, float2(0.1 * pos.x, 0.02 * pos.y))), floor(10.0 * t.CalculateLevelOfDetailUnclamped(s, float2(0.01 * pos.x, 0.01 * pos.y)))); } [test] todo(sm<6 | glsl) draw quad probe all rgba (45.0, 50.0, -14.0, -47.0)